SORO VR

Brief Overview

Building confidence Through Immersive Technology

SORO VR is an immersive public speaking trainer designed to help users overcome public speaking anxiety AKA stage fright through realistic VR environments, AI-driven feedback, and stress simulations. By recreating real-world speaking scenarios, the tool allows users to practice, receive real-time insights, and build confidence in a safe and controlled setting.

Role: User Research | UX strategy | Visual Concepts | UX/UI Design | VR Design | Prototyping & Testing.

Software: Figma | Bezi | Maximo

Discovery Research & Persona

I needed a reliable and efficient way to understand stage fright, but interviewing individuals was too time-consuming, and I wasn’t sure where to begin.

To gain a solid foundation, I turned to peer-reviewed research, which allowed me to learn from subject matter experts who have extensively studied this topic and its treatment options.

With this approach, I conducted discovery research by reviewing peer-reviewed articles on the causes, psychological effects, and available treatments for public speaking anxiety. This method provided credible insights and a structured understanding of the topic.

Method: Qualitative Research

Key Findings

I found peer-reviewed articles discussing origins of stage freight, the varying degrees of this phobia, demographic it usually affects,  common scenarios, and treatment options.

Wide Demographic Impact:
Stage fright affects diverse groups, including musicians, actors, athletes, teachers, and public speakers.

Key Situational Triggers:
Common triggers include public speaking, live performances, and high-stakes events with large or unfamiliar audience

Developing a User Persona

Pain Points

The peer-reviewed research provided valuable insights into the psychological effects, common triggers, and coping mechanisms for stage fright.

Fear of Unfamiliar, Large Audiences:
Alex is particularly anxious about performing before large or unfamiliar crowds, which intensifies his stage fright.

By leveraging this expert knowledge, I was able to build a persona that defines user need and pain points for a SORO User. It will serve as a guiding reference to design solutions that address specific user concerns.

Unpredictable Performance Environments:
Sudden changes in performance conditions (lighting, acoustics, tech distractions).

Lack of Constructive Feedback and Self-Assessment:
Traditional rehearsals leave Alex without detailed insights into his performance, limiting his ability to track improvements and address specific weaknesses.

Design, Ideation and Storyboarding

With a clear understanding of my target user, I proceeded to design solutions addressing each identified pain point.
This involved brainstorming ideas, creating low fi wireframes, and iterating on designs to ensure they were user-centered and aligned with the product vision.

Pain Point:
Fear of large and unfamiliar audiences
Soro VR Feature:
Gradual Exposure Simulator


This feature enables users to customize their virtual environment by adjusting factors such as audience size and engagement levels. By starting with low-pressure settings, the simulator helps users gradually acclimate to performance stress, enhancing their public speaking skills.
Pain Point:
Lack of Constructive Feedback and Self-Assessment:


Soro VR Feature:
Performance Analytics & Replay Module

After each VR session, the user can review a recording of his performance alongside analytics that highlight key metrics (e.g., speech pace, volume, physical indicators of anxiety).

The module offers tailored feedback and suggests targeted exercises to address weak spots, thereby fostering gradual, measurable improvement and boosting his overall self-confidence.

Other UI Design Artifcats

SORO Dashboard
The SORO Dashboard serves as the central hub where users can access and manage their practice sessions. I designed the dashboard to provide a clean, intuitive interface that allows users to quickly navigate between sessions, track their progress, and customize settings.

Key Design Elements:

Session Overview:
Displays upcoming and completed practice sessions with clear progress indicators.

Performance Insights: Provides quick feedback on speaking performance, including pace, clarity, and confidence levels.

Quick Access: Designed prominent CTAs (Call to Actions) for starting a new session and reviewing past results.

Accessibility: Ensured that text sizes, contrast levels, and interactive elements met WCAG standards for usability.

"Customize Your Presentation Space" Screens

The customization feature allows users to tailor the VR environment to better match real-world speaking scenarios, helping them feel more prepared and in control.
Key Design Elements:

Room Settings:
Users can adjust the size of the audience, room lighting, and background noise levels to simulate different speaking conditions.

Stage Customization: Options to modify the stage type, colour scheme, and podium height to reflect realistic presentation environments.

Audience Feedback: Ability to toggle audience reactions (e.g., nodding, applause) to create a more lifelike experience.

Preview Mode: A real-time preview updates as users adjust settings, giving them immediate feedback on changes.

Storyboarding

Once I finalized my design solutions for the pain points, I created storyboards to map out key user flows, highlight crucial touchpoints, and visualize the interface. This process helped ensure a seamless and engaging user experience.

*I don’t use this approach for every project, but given that this design exists in a non-traditional VR space—unlike standard 2D dashboards—it was crucial to define key touch points and visualize how they would translate within the VR environment.*

Scene 1 & 2: Introduction and Immersion

Alex is feeling anxious about an upcoming presentation. He decides to practise his public speaking using VR.
Scene 3: Alex explores different virtual environments and sets the audience size.

Alex explores different virtual environments, toggling between options like a cozy classroom, a medium-sized conference room, and a grand auditorium.

Building the VR Space and Prototyping

After mapping the main user flows, I built two VR practice environments in Bezi: an office meeting and a TEDx conference, representing low- and high-stakes scenarios for SORO. I skipped adding 3D characters to ensure fast loading speeds. Once the VR rooms were ready, I integrated the 2D designs from Figma into Bezi.

Design Rationale

I chose these two environments based on research insights, which showed that most public speaking anxiety occurs in workplace settings and large audience events. For the office meeting, I opted for warm, neutral tones and soft lighting to create a more relaxed atmosphere. For the TEDx conference, I used high-contrast lighting and a larger, more open space to simulate the pressure of a formal stage environment.

Office MeettingTEDx Conference

Technical Challenges and Solutions

I chose these two environments based on research insights, which showed that most public speaking anxiety occurs in workplace settings and large audience events. For the office meeting, I opted for warm, neutral tones and soft lighting to create a more relaxed atmosphere. For the TEDx conference, I used high-contrast lighting and a larger, more open space to simulate the pressure of a formal stage environment.

Prototyping Process

I started with rough wireframes and 3D mockups in Bezi to establish spatial layout and user movement patterns. After setting up the basic structure, I refined textures, lighting, and environmental details to create an immersive experience.

User Interaction and Navigation

I designed intuitive navigation to minimize cognitive load. Users could move within the environment using gaze-based selection and hand controllers. Interactive elements, like virtual podiums and audience seating, were placed strategically to reinforce the feeling of presence without overwhelming the user.

Integration with 2D Designs

Once the VR spaces were functional, I integrated the 2D UI designs from Figma into Bezi. This involved translating flat UI components into 3D, ensuring they remained accessible and easy to interact with in a VR context. Buttons, prompts, and feedback indicators were designed with high contrast and clear affordances to ensure usability in both light and dark environments.

Final Thoughts

Designing SORO was like stepping onto a virtual stage myself — balancing realism, performance, and usability to create a space where users can build confidence.

From crafting the dashboard to fine-tuning the presentation environments, this project challenged me to think beyond screens and into immersive experiences. While the VR audience might not give a standing ovation (yet), seeing SORO come together felt like a mic-drop moment.

👏🎤Looking ahead, I’m excited to keep exploring the intersection of UI and immersive design — because the stage is just the beginning. 😎✨